corrade-vassal – Rev 16
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/*
* Copyright (c) 2006-2014, openmetaverse.org
* All rights reserved.
*
* - Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* - Neither the name of the openmetaverse.org nor the names
* of its contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using OpenMetaverse;
namespace OpenMetaverse.Assets
{
/// <summary>
/// Base class for all Asset types
/// </summary>
public abstract class Asset
{
/// <summary>A byte array containing the raw asset data</summary>
public byte[] AssetData;
/// <summary>True if the asset it only stored on the server temporarily</summary>
public bool Temporary;
/// <summary>A unique ID</summary>
private UUID _AssetID;
/// <summary>The assets unique ID</summary>
public UUID AssetID
{
get { return _AssetID; }
internal set { _AssetID = value; }
}
/// <summary>
/// The "type" of asset, Notecard, Animation, etc
/// </summary>
public abstract AssetType AssetType
{
get;
}
/// <summary>
/// Construct a new Asset object
/// </summary>
public Asset() { }
/// <summary>
/// Construct a new Asset object
/// </summary>
/// <param name="assetID">A unique <see cref="UUID"/> specific to this asset</param>
/// <param name="assetData">A byte array containing the raw asset data</param>
public Asset(UUID assetID, byte[] assetData)
{
_AssetID = assetID;
AssetData = assetData;
}
/// <summary>
/// Regenerates the <code>AssetData</code> byte array from the properties
/// of the derived class.
/// </summary>
public abstract void Encode();
/// <summary>
/// Decodes the AssetData, placing it in appropriate properties of the derived
/// class.
/// </summary>
/// <returns>True if the asset decoding succeeded, otherwise false</returns>
public abstract bool Decode();
}
}